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325 lines
8.0 KiB
325 lines
8.0 KiB
//-----------------------------------------------------------------------------
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//
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// kwave - Waveing Flag Screen Saver for TDE 2
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//
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// Copyright (c) Ian Reinhart Geiser 2001
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//
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#include <stdlib.h>
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#include <tqlabel.h>
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#include <tqlayout.h>
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#include <tdeapplication.h>
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#include <tdelocale.h>
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#include <tdeconfig.h>
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#include <kcolordialog.h>
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#include <kbuttonbox.h>
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#include <kcolorbutton.h>
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#include <tdeglobal.h>
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#include "wave.h"
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#include "wave.moc"
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#ifdef TQ_WS_MACX
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#include <OpenGL/glu.h>
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#include <OpenGL/gl.h>
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#else
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#include <GL/glu.h>
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#include <GL/gl.h>
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#endif
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#include <tqimage.h>
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#include <kdebug.h>
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#include <tqpainter.h>
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#include <tqradiobutton.h>
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#include <tqspinbox.h>
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#include <kstandarddirs.h>
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#include <math.h>
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#include <tdemessagebox.h>
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#ifndef GLU_NURBS_TEXTURE_COORD
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#define GLU_NURBS_TEXTURE_COORD 100168
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#endif
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// libtdescreensaver interface
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extern "C"
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{
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TDE_EXPORT const char *kss_applicationName = "kwave.kss";
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TDE_EXPORT const char *kss_description = I18N_NOOP( "Bitmap Wave Screen Saver" );
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TDE_EXPORT const char *kss_version = "2.2.0";
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TDE_EXPORT KScreenSaver *kss_create( WId id )
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{
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return new KWaveSaver( id );
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}
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TDE_EXPORT TQDialog *kss_setup()
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{
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return new KWaveSetup();
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}
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}
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//-----------------------------------------------------------------------------
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// dialog to setup screen saver parameters
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//
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KWaveSetup::KWaveSetup( TQWidget *parent, const char *name )
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: SetupUi( parent, name, TRUE )
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{
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readSettings();
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preview->setFixedSize( 220, 170 );
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preview->setBackgroundColor( black );
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preview->show(); // otherwise saver does not get correct size
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saver = new KWaveSaver( preview->winId() );
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connect( PushButton1, TQ_SIGNAL( clicked() ), TQ_SLOT( slotOkPressed() ) );
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connect( PushButton2, TQ_SIGNAL( clicked() ), TQ_SLOT( reject() ) );
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connect( PushButton3, TQ_SIGNAL( clicked() ), TQ_SLOT( aboutPressed() ) );
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connect( SpinBox1, TQ_SIGNAL( valueChanged(int)), saver, TQ_SLOT( updateSize(int)));
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connect( RadioButton1, TQ_SIGNAL( toggled(bool)), saver, TQ_SLOT( doStars(bool)));
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}
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KWaveSetup::~KWaveSetup( )
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{
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delete saver;
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}
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// read settings from config file
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void KWaveSetup::readSettings()
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{
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TDEConfig *config = TDEGlobal::config();
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config->setGroup( "Settings" );
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// color = config->readColorEntry( "Color", &black );
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}
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// Ok pressed - save settings and exit
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void KWaveSetup::slotOkPressed()
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{
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TDEConfig *config = TDEGlobal::config();
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config->setGroup( "Settings" );
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// config->writeEntry( "Color", color );
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config->sync();
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accept();
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}
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void KWaveSetup::aboutPressed()
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{
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KMessageBox::about(this,
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i18n("<h3>Bitmap Flag Screen Saver</h3>\n<p>Waving Flag Screen Saver for TDE</p>\nCopyright (c) Ian Reinhart Geiser 2001"));
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}
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//-----------------------------------------------------------------------------
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KWaveSaver::KWaveSaver( WId id ) : KScreenSaver( id )
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{
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kdDebug() << "Blank" << endl;
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readSettings();
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timer = new TQTimer( this );
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timer->start( 50, TRUE );
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setBackgroundColor( black );
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erase();
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wave = new Wave();
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embed(wave);
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wave->show();
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connect( timer, TQ_SIGNAL(timeout()), this, TQ_SLOT(blank()) );;
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}
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KWaveSaver::~KWaveSaver()
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{
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}
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// read configuration settings from config file
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void KWaveSaver::readSettings()
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{
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TDEConfig *config = TDEGlobal::config();
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config->setGroup( "Settings" );
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// color = config->readColorEntry( "Color", &black );
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}
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void KWaveSaver::blank()
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{
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// Play wave
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wave->updateGL();
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timer->start( 100, TRUE );
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}
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Wave::Wave( TQWidget * parent, const char * name) : TQGLWidget (parent,name)
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{
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pNurb = 0;
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nNumPoints = 4;
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index = 0;
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}
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Wave::~Wave()
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{
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glDeleteTextures( 1, &texture[0] );
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gluDeleteNurbsRenderer(pNurb);
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}
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/** setup the GL enviroment */
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void Wave::initializeGL ()
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{
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kdDebug() << "InitGL" << endl;
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/* Load in the texture */
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if ( !LoadGLTextures( ) )
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exit(0);
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/* Enable Texture Mapping ( NEW ) */
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glEnable( GL_TEXTURE_2D );
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/* Enable smooth shading */
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glShadeModel( GL_SMOOTH );
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// Light values and coordinates
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GLfloat specular[] = { 0.7f, 0.0f, 0.0f, 1.0f};
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GLfloat shine[] = { 75.0f };
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f );
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, shine);
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glEnable(GL_AUTO_NORMAL);
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pNurb = gluNewNurbsRenderer();
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gluNurbsProperty(pNurb, GLU_SAMPLING_TOLERANCE, 25.0f);
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// Uncomment the next line and comment the one following to produce a
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// wire frame mesh.
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//gluNurbsProperty(pNurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
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gluNurbsProperty(pNurb, GLU_DISPLAY_MODE, (GLfloat)GLU_FILL);
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glEnable(GL_MAP2_TEXTURE_COORD_3);
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glEnable(GL_MAP2_VERTEX_3);
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glEnable(GL_BLEND);
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}
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/** resize the gl view */
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void Wave::resizeGL ( int w, int h)
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{
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kdDebug() << "ResizeGL " << w << "," <<h<< endl;
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// Prevent a divide by zero
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if(h == 0)
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h = 1;
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// Set Viewport to window dimensions
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Perspective view
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gluPerspective (45.0f, (GLdouble)w/(GLdouble)h, 1.0, 40.0f);
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// Modelview matrix reset
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Viewing transformation, position for better view
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glTranslatef (0.0f, 0.0f, -20.0f);
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}
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/** paint the GL view */
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void Wave::paintGL ()
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{
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float ctrlPoints[4][4][3];
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index++;
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float Z[16];
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for( int i = 0; i < 16; i++)
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{
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Z[i] = 3.0 * sin(16*(3.141592654 * 2.0f) * (index+(i))/360);
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}
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// kdDebug() << "-----" << endl;
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int counter =15;
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for( int i = 0; i < 4; i++)
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for( int j = 0; j < 4;j++)
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{
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ctrlPoints[i][j][0] = float((5*i)-10);
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ctrlPoints[i][j][1] = float((3*j)-6);
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ctrlPoints[i][j][2] = Z[counter--];
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// kdDebug() << Z[counter] << endl;
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}
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// Knot sequence for the NURB
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float knots[8] = { 0, 0, 0, 0, 1, 1, 1, 1 };
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// Draw in Blu
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//glColor3ub(0,0,220);
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// Clear the window with current clearing color
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Save the modelview matrix stack
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Rotate the mesh around to make it easier to see
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glRotatef(index/2, 1.0f,0.0f,0.0f);
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glRotatef(index/5, 0.0f,1.0f,0.0f);
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glRotatef(index/6, 0.0f,0.0f,1.0f);
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// Render the NURB
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gluBeginSurface( pNurb );
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gluNurbsSurface( pNurb, 8, knots, 8, knots,
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4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_TEXTURE_COORD_3);
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//gluNurbsSurface( pNurb, 8, knots, 8, knots,
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//4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_NORMAL );
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gluNurbsSurface( pNurb, 8, knots, 8, knots,
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4*3, 3, &ctrlPoints[0][0][0], 4, 4, GL_MAP2_VERTEX_3 );
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gluEndSurface( pNurb );
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// Restore the modelview matrix
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glPopMatrix();
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glFlush();
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}
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bool Wave::LoadGLTextures()
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{
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/* Status indicator */
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bool Status = TRUE;
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TQImage buf; // = TQPixmap::grabWindow ( 0 ).convertToImage();
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kdDebug() << "Loading: " << locate("data", "tdescreensaver/image.png") << endl;
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if (buf.load( locate("data", "tdescreensaver/image.png") ) )
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{
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tex = convertToGLFormat(buf); // flipped 32bit RGBA
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kdDebug() << "Texture loaded: " << tex.numBytes () << endl;
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}
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else
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{
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TQImage dummy( 64, 64, 64 );
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dummy.fill( TQt::white.rgb() );
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buf = dummy;
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tex = convertToGLFormat( buf );
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}
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/* Set the status to true */
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//Status = TRUE;
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glGenTextures(1, &texture[0]); /* create three textures */
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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/* use linear filtering */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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/* actually generate the texture */
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glTexImage2D(GL_TEXTURE_2D, 0, 4, tex.width(), tex.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
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kdDebug() << "Texture Loaded: " << tex.width() << "," << tex.height() << endl;
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return Status;
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}
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